Category: Game Design


  • The Joy of Violence

    The Joy of Violence

    A breakthrough in my maps-and-minis shootout minigame for White Line Nightmare, immersion, translation, and moving your body.

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  • A/B Testing

    A/B Testing

    I’m testing this shootout minigame for White Line Nightmare. Currently I’m running the same starting scenario through that minigame as well as Savage Worlds, which is a perennial favorite of my group.

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  • Oooh, Shiny

    Oooh, Shiny

    I’ve been busy these last few months getting distracted by a bunch of new ideas! Here’s what’s been going on: White Line Nightmare I’ve been reworking WLN’s text to hopefully be friendlier to newer gamers. I have no misconceptions that it’s a niche game of a niche hobby that I’m primarily making for myself, but

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  • White Line Daydreams

    White Line Daydreams

    White Line Nightmare is currently a bunch of half-finished parts scattered around a chassis in a dingy garage, like in one of those automotive survival video games. I briefly went into what WLN’s about in an earlier post – this is more of a status report to keep me accountable.

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  • Checklist NPCs

    Checklist NPCs

    Often when I’m running a game, I focus on antagonist NPCs, characters who force me to think about what they’re doing and how the player characters can react to their activities. It is rare when an allied NPC gets spotlight time, which brings me to this idea of “checklist NPCs”. The NPC is associated with…

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  • Don’t Go Breaking My Heart

    Don’t Go Breaking My Heart

    The OGL wildfires have inspired me to get back to game design. I’ve thought about this unformed game a lot (four years if you count that first blog post), and worked on it very little. I’m writing about it now to put it out into the world, to add that weight of accountability.

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  • Star Wars With Cortex Prime, Episode II

    Star Wars With Cortex Prime, Episode II

    Last year I talked about using Cortex Prime with Star Wars. I’ve run a few more times and while there are no major changes in my philosophy, I’ve learned enough to warrant sharing some ideas.

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  • A Fiasco Playset 65 Million Years in the Making

    A Fiasco Playset 65 Million Years in the Making

    I made a Fiasco playset for the July Sixth Park Dinojam over at itch.io. Spared No Expense brings lofty ambitions and poor impulse control to an all-inclusive theme park and resort, where their aging robosaur attractions have been replaced with all-new real life dinoclones! Find your way to the one-of-a-kind Mesozoic Valley Resort and Casino,

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  • Super Bandit Development

    Super Bandit Development

    I made 24XX: BANDIT a while back for Pretendo Games’ 24XX Jam on itch. Of the two 24XX games I’ve made (BREACH being the first and simplest), I’ve run BANDIT many more times and its rough edges are more apparent now after a fairly lengthy online campaign. Like the Super Sabre, Super Hornet, and Super

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  • Star Wars With Cortex Prime, Episode I

    Star Wars With Cortex Prime, Episode I

    Two and a half years ago I wrote a series of posts about adapting Cortex Prime for Star Wars. I’ve had some sessions and learned some lessons since then, not just about StarCortexPrimeWars but also about what parts of the expansive Cortex toolkit work best for me. As usual, preferences vary, I’m not your dad,…

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  • Vocabulary is Magic

    Vocabulary is Magic

    Finding the right words is worth it, especially when they’re going on a character sheet. Take the time to nail the right vibe and your games will be better for it.

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  • Glow in the Dark Hard Zones for Apocalypse World: Burned Over

    Glow in the Dark Hard Zones for Apocalypse World: Burned Over

    Here’s the Wasteland from Glow in the Dark reframed as Hard Zones for AW: Burned Over.

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